      light-specular
      "Sets the specular color for lights. Like fill, it affects only the
   elements which are created after it in the code. Specular refers to
-  light which bounces off a surface in a perferred direction (rather
+  light which bounces off a surface in a preferred direction (rather
   than bouncing in all directions like a diffuse light) and is used
   for creating highlights. The specular quality of a light interacts
   with the specular material qualities set through the specular and

  understanding the concept of a matrix stack. The push-matrix
  function saves the current coordinate system to the stack and
  pop-matrix restores the prior coordinate system. push-matrix and
  pop-matrix are used in conjuction with the other transformation
  methods and may be embedded to control the scope of the
  transformations."
  []

  called again with a new parameter and so should not be called prior
  to every sphere statement, unless you wish to render spheres with
  different settings, e.g. using less detail for smaller spheres or
  ones further away from the camera. To control the detail of the
  horizontal and vertical resolution independently, use the version of
  the functions with two parameters."
  ([res] (.sphereDetail (current-graphics) (int res)))
